Container Format (digital)
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Container Format (digital)
A container format (informally, sometimes called a wrapper) or metafile is a file format that allows multiple data streams to be embedded into a single file, usually along with metadata for identifying and further detailing those streams. Notable examples of container formats include archive files (such as the ZIP format) and formats used for multimedia playback (such as Matroska, MP4, and AVI). Among the earliest cross-platform container formats were Distinguished Encoding Rules and the 1985 Interchange File Format. Design Although containers may identify how data or metadata is encoded, they do not actually provide instructions about how to decode that data. A program that can open a container must also use an appropriate codec to decode its contents. If the program doesn't have the required algorithm, it can't use the contained data. In these cases, programs usually emit an error message that complains of a missing codec, which users may be able to acquire. Container fo ...
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File Format
A file format is a standard way that information is encoded for storage in a computer file. It specifies how bits are used to encode information in a digital storage medium. File formats may be either proprietary or free. Some file formats are designed for very particular types of data: PNG files, for example, store bitmapped images using lossless data compression. Other file formats, however, are designed for storage of several different types of data: the Ogg format can act as a container for different types of multimedia including any combination of audio and video, with or without text (such as subtitles), and metadata. A text file can contain any stream of characters, including possible control characters, and is encoded in one of various character encoding schemes. Some file formats, such as HTML, scalable vector graphics, and the source code of computer software are text files with defined syntaxes that allow them to be used for specific purposes. Specifications ...
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Video Coding Format
A video coding format (or sometimes video compression format) is a content representation format for storage or transmission of digital video content (such as in a data file or bitstream). It typically uses a standardized video compression algorithm, most commonly based on discrete cosine transform (DCT) coding and motion compensation. A specific software, firmware, or hardware implementation capable of compression or decompression to/from a specific video coding format is called a video codec. Some video coding formats are documented by a detailed technical specification document known as a video coding specification. Some such specifications are written and approved by standardization organizations as technical standards, and are thus known as a video coding standard. The term 'standard' is also sometimes used for ''de facto'' standards as well as formal standards. Video content encoded using a particular video coding format is normally bundled with an audio stream (encoded ...
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Subtitle (captioning)
Subtitles and captions are lines of dialogue or other text displayed at the bottom of the screen in films, television programs, video games or other visual media. They can be transcriptions of the screenplay, translations of it, or information to help viewers who are deaf or hard-of-hearing understand what is shown. Subtitles refer to a text translation of audio into a different language and are for people who can hear the audio, but may not be able to understand the dialogue. Captions are text in the language of the audio and are designed for anyone unable to hear the audio, they often also contain important sounds that would be unavailable for anyone unable to hear the audio. Open captions are "burnt" into the video and will therefore always be visible, while closed captions (CC) can be toggled on and off according to the preference of the viewer. Methods Subtitles can be rendered as part of the video or separately as graphics or text overlaid on the video. Sometimes ...
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Magic Number (programming)
In computer programming, a magic number is any of the following: * A unique value with unexplained meaning or multiple occurrences which could (preferably) be replaced with a named constant * A constant numerical or text value used to identify a file format or protocol; for files, see List of file signatures * A distinctive unique value that is unlikely to be mistaken for other meanings (e.g., Globally Unique Identifiers) Unnamed numerical constants The term ''magic number'' or ''magic constant'' refers to the anti-pattern of using numbers directly in source code. This has been referred to as breaking one of the oldest rules of programming, dating back to the COBOL, FORTRAN and PL/1 manuals of the 1960s. The use of unnamed magic numbers in code obscures the developers' intent in choosing that number, increases opportunities for subtle errors (e.g. is every digit correct in 3.14159265358979323846 and is this equal to 3.14159?) and makes it more difficult for the program to be a ...
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JPEG Network Graphics
JPEG Network Graphics (JNG, ) is a JPEG-based graphics file format which is closely related to Portable Network Graphics, PNG: it uses the PNG file structure (with a different signature) as a Container format (digital), container format to wrap JPEG-encoded image data. JNG was created as an adjunct to the Multiple-image Network Graphics, MNG animation format, but may be used as a stand-alone format. JNG files embed an 8-bit or 12-bit JPEG datastream in order to store color data, and may embed another datastream (1, 2, 4, 8, 16-bit PNG, or 8-bit JPEG grayscale image) for transparency information. However, a JNG may contain two separate JPEG datastreams for color information (one 8-bit and one 12-bit) to permit decoders that are unable to (or do not wish to) handle 12-bit datastreams to display the 8-bit datastream instead, if one is present. Version 1.0 of the JNG specification was released on January 31, 2001 (initially as part of the MNG specification). Usually, all the applicat ...
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Multiple-image Network Graphics
Multiple-image Network Graphics (MNG) is a graphics file format, published in 2001, for animated images. Its specification is publicly documented and there are free software reference implementations available. MNG is closely related to the PNG image format. When PNG development started in early 1995, developers decided not to incorporate support for animation, because the majority of the PNG developers felt that overloading a single file type with both still and animation features is a bad design, both for users (who have no simple way of determining to which class a given image file belongs) and for web servers (which should use a MIME type starting with image/ for stills and video/ for animations—GIF notwithstanding). However, work soon started on MNG as an animation-supporting version of PNG. Version 1.0 of the MNG specification was released on 31 January 2001. File support Support Gwenview has native MNG support. GIMP can export images as MNG files. Imagemagick can cr ...
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Portable Network Graphics
Portable Network Graphics (PNG, officially pronounced , colloquially pronounced ) is a raster-graphics file format that supports lossless data compression. PNG was developed as an improved, non-patented replacement for Graphics Interchange Format (GIF) — unofficially, the initials PNG stood for the recursive acronym "PNG's not GIF". PNG supports palette-based images (with palettes of 24-bit RGB or 32-bit RGBA colors), grayscale images (with or without an alpha channel for transparency), and full-color non-palette-based RGB or RGBA images. The PNG working group designed the format for transferring images on the Internet, not for professional-quality print graphics; therefore non-RGB color spaces such as CMYK are not supported. A PNG file contains a single image in an extensible structure of ''chunks'', encoding the basic pixels and other information such as textual comments and integrity checks documented in RFC 2083. PNG files use the file extension PNG or png and hav ...
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JPEG
JPEG ( ) is a commonly used method of lossy compression for digital images, particularly for those images produced by digital photography. The degree of compression can be adjusted, allowing a selectable tradeoff between storage size and image quality. JPEG typically achieves 10:1 compression with little perceptible loss in image quality. Since its introduction in 1992, JPEG has been the most widely used image compression standard in the world, and the most widely used digital image format, with several billion JPEG images produced every day as of 2015. The term "JPEG" is an acronym for the Joint Photographic Experts Group, which created the standard in 1992. JPEG was largely responsible for the proliferation of digital images and digital photos across the Internet, and later social media. JPEG compression is used in a number of image file formats. JPEG/Exif is the most common image format used by digital cameras and other photographic image capture devices; along with JPEG ...
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JPEG File Interchange Format
The JPEG File Interchange Format (JFIF) is an image file format standard published as ITU-T Recommendation T.871 and ISO/IEC 10918-5. It defines supplementary specifications for the container format that contains the image data encoded with the JPEG algorithm. The base specifications for a JPEG container format are defined in Annex B of the JPEG standard, known as JPEG Interchange Format (JIF). JFIF builds over JIF to solve some of JIF's limitations, including unnecessary complexity, component sample registration, resolution, aspect ratio, and color space. Because JFIF is not the original JPG standard, one might expect another mime-type. However, it is still registered as "image/jpeg" (indicating its primary data format rather than the amended information). JFIF is mutually incompatible with the newer Exchangeable image file format (Exif). Purpose JFIF defines a number of details that are left unspecified by the JPEG Part 1 standard ( ISO/IEC 10918-1, ITU-T Recommendation T.81 ...
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Forward Compatibility
Forward compatibility or upward compatibility is a design characteristic that allows a system to accept input intended for a later version of itself. The concept can be applied to entire systems, electrical interfaces, telecommunication signals, data communication protocols, file formats, and programming languages. A standard supports forward compatibility if a product that complies with earlier versions can " gracefully" process input designed for later versions of the standard, ignoring new parts which it does not understand. The objective for forward compatible technology is for old devices to recognise when data has been generated for new devices. Forward compatibility for the older system usually means backward compatibility for the new system, i.e. the ability to process data from the old system; the new system usually has ''full'' compatibility with the older one, by being able to both process and generate data in the format of the older system. Forward compatibility is no ...
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Modular Design
Modular design, or modularity in design, is a design principle that subdivides a system into smaller parts called ''modules'' (such as modular process skids), which can be independently created, modified, replaced, or exchanged with other modules or between different systems. Overview A modular design can be characterized by functional partitioning into discrete scalable and reusable modules, rigorous use of well-defined modular interfaces, and making use of industry standards for interfaces. In this context modularity is at the component level, and has a single dimension, component slottability. A modular system with this limited modularity is generally known as a platform system that uses modular components. Examples are car platforms or the USB port in computer engineering platforms. In design theory this is distinct from a modular system which has higher dimensional modularity and degrees of freedom. A modular system design has no distinct lifetime and exhibits flexibility ...
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Streaming Media
Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements. ''Streaming'' refers to the delivery method of content, rather than the content itself. Distinguishing delivery method from the media applies specifically to telecommunications networks, as most of the traditional media delivery systems are either inherently ''streaming'' (e.g. radio, television) or inherently ''non-streaming'' (e.g. books, videotape, audio CDs). There are challenges with streaming content on the Internet. For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content, and users lacking compatible hardware or software systems may be unable to stream certain content. With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved. Livestreaming is the real-time delivery of co ...
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